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Steam News17 February 20264mo ago

1.1 Hotfix 6

\ *Note that this update has altered the range of long/lat present on the map, as well as the position of landmarks upon it, so upon load you may not be where you expect to be.

Full notes

Full Following Seas update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

11 fixes2 additions6 changes0 removals
  • Maps
  • Fixes
  • Balance
  • Performance
  • UI and audio
  • Gameplay
changed\ *Note that this update has altered the range of long/lat present on the map, as well as the position of landmarks upon it, so upon load you may not be where you expect to be. If you find yourself within a landmass/environment object, hit 'p' to move your ship to a safe location.*\
fixedFixed harvest prompts appearing while game is still alive.
fixedFixed a serious issue with longitude sync over larger distances.
fixedFixed reference points of landmarks/islands. Previously the positional reference varied between dead center, or various corners of the landmass, resulting in positions on the map being offset by up to a kilometer from where they should be. Now all landmarks are referenced from their center.
changedSignificantly improved accuracy of observed latitude/longitude.
fixedFixed some issues with navmesh handling and creature spawning to hopefully resolve some of the immortal goats and potential performance hits in some cases.

Following Seas changes

changed\ *Note that this update has altered the range of long/lat present on the map, as well as the position of landmarks upon it, so upon load you may not be where you expect to be. If you find yourself within a landmass/environment object, hit 'p' to move your ship to a safe location.*\
fixedFixed harvest prompts appearing while game is still alive.
fixedFixed a serious issue with longitude sync over larger distances.
fixedFixed reference points of landmarks/islands. Previously the positional reference varied between dead center, or various corners of the landmass, resulting in positions on the map being offset by up to a kilometer from where they should be. Now all landmarks are referenced from their center.
changedSignificantly improved accuracy of observed latitude/longitude.

\ *Note that this update has altered the range of long/lat present on the map, as well as the position of landmarks upon it, so upon load you may not be where you expect to be. If you find yourself within a landmass/environment object, hit 'p' to move your ship to a safe location.*\

\ Fixes and Changes:\

Fixed harvest prompts appearing while game is still alive.

Fixed a serious issue with longitude sync over larger distances.

Fixed reference points of landmarks/islands. Previously the positional reference varied between dead center, or various corners of the landmass, resulting in positions on the map being offset by up to a kilometer from where they should be. Now all landmarks are referenced from their center.

Significantly improved accuracy of observed latitude/longitude.

Fixed some issues with navmesh handling and creature spawning to hopefully resolve some of the immortal goats and potential performance hits in some cases.

Fast travel will allow you to be much closer to land.

Adjusted scale of points of interest on map to more closely align with their proportional 'real world' size.

Allow the user to zoom out considerably further on the map interface.

Fixed fast travel button becoming non-interactable after traveling, when attempting a second travel.

Improved pan and zoom functionality to keep reference position synced more predictably.

Fixed option panel confirm button being out of frame in gameplay when using ultrawide resolutions.

Fixed back button position in store pages - as it was partially cut off when using ultrawide resolutions.

Fixed several issues on the Gaff-Rigged caravel that would allow continued use of the rudder when not interacting with it.

Fixed several issues on the Gaff-Rigged caravel that would allow infinite climbing of ladders after interacting with either the rudder or gurdies.

Fixed inadequate maximum rope lengths on Gaff-Rigged caravel.

Fixed inconsistent environment lighting parameters for some interior objects on the Gaff-Rigged caravel.

\ Update on development:\

I'd hoped for a bit more content for this update - but haven't been able to complete as much as I'd hoped.

That said, I wanted to show a little bit of some upcoming content.

At long last, after a fair bit of prodding, the first square-rigged sails are coming soon.

The first ship to include them will be a xebec variant with a mixed rig.

Introducing square rigs requires some new control methods, as well as multiple levels of control. Some sail controls can only be accessed from the upper mast platforms (should I add fall damage?).

The biggest control difference for these sails are a new control type for brace lines. It's somewhat simplified from other methods for stability reasons, but effectively each of the main, top, topgallant sails can be braced to port or starboard, with the controls being linked between port/starboard control sets. (i.e. bracing to port will shorten the port brace, and lengthen the starboard brace.)

Regarding the ship itself, it's largely the same hull as the regular xebec, with the exception of the hull losing the wide flares, and instead being reinforced as a rounder hull, and bearing a much flatter deck to facilitate use of armament.

She's a predator, being the fastest ship when running. She can still carry cargo, but only about half that of the regular xebec, with much of the hold dedicated to a powder store and carpentry shop.

Under Sail

WIP Controls for bracing

WIP View of the altered deck and hull.

View from the barf nest.

Source

Steam News / 17 February 2026

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